using System.Runtime.CompilerServices;
using ns28;
using Triton.Game.Mapping;

namespace Triton.Game.Abstraction
{
	public class HistoryItem
	{
		[CompilerGenerated]
		private Triton.Game.Mapping.HistoryItem historyItem_0;

		[CompilerGenerated]
		private bool bool_0;

		[CompilerGenerated]
		private int int_0;

		[CompilerGenerated]
		private Entity entity_0;

		[CompilerGenerated]
		private Actor actor_0;

		[CompilerGenerated]
		private bool bool_1;

		internal Triton.Game.Mapping.HistoryItem HistoryItem_0
		{
			[CompilerGenerated]
			get
			{
				return historyItem_0;
			}
			[CompilerGenerated]
			set
			{
				historyItem_0 = value;
			}
		}

		public bool Dead
		{
			[CompilerGenerated]
			get
			{
				return bool_0;
			}
			[CompilerGenerated]
			private set
			{
				bool_0 = value;
			}
		}

		public int DamageAmount
		{
			[CompilerGenerated]
			get
			{
				return int_0;
			}
			[CompilerGenerated]
			private set
			{
				int_0 = value;
			}
		}

		public Entity Entity
		{
			[CompilerGenerated]
			get
			{
				return entity_0;
			}
			[CompilerGenerated]
			private set
			{
				entity_0 = value;
			}
		}

		public Actor MainCardActor
		{
			[CompilerGenerated]
			get
			{
				return actor_0;
			}
			[CompilerGenerated]
			private set
			{
				actor_0 = value;
			}
		}

		public bool IsFatigue
		{
			[CompilerGenerated]
			get
			{
				return bool_1;
			}
			[CompilerGenerated]
			private set
			{
				bool_1 = value;
			}
		}

		internal HistoryItem(Triton.Game.Mapping.HistoryItem backingObject)
		{
			HistoryItem_0 = backingObject;
			Dead = HistoryItem_0.m_dead;
			DamageAmount = HistoryItem_0.m_splatAmount;
			Entity = Class278.Class278_0.method_2(HistoryItem_0.GetEntity());
			IsFatigue = HistoryItem_0.m_fatigue;
			MainCardActor = Class278.Class278_0.method_4(HistoryItem_0.m_mainCardActor);
		}
	}
}
